Bodyslam+It+Wisely

v_simpelo@yahoo.com ||  || Image: Fire Pro Wrestling Returns ||
 * Virgil Simpelo

Overview
Players will exercise their entrepreneur skills by creating their own pro wrestling promotion using Economics and probability in Mathematics. Players will be given a budget where they spend on marketing strategies in order to win the weekly ratings war with other competing wrestling companies. Players also have control of wrestling talent and various types of matches to advertise to the public. Whichever wrestling company that has the highest t.v. ratings will receive incentives such as sponsors and pay-per-view buy rate bonuses.

Instructional Objective
Players will simulate real business practices and Economics under the guise of an independent business. Effective decision making requires comparing the additional costs of alternatives with the additional benefits. Most choices involve doing a little more or a little less of something: few choices are "all or nothing" decisions.
 * Economics**
 * NSS-EC.9-12.2 MARGINAL COST/BENEFIT**

People respond predictably to positive and negative incentives.
 * NSS-EC.9-12.4 ROLE OF INCENTIVES**

Competition among sellers lowers costs and prices, and encourages producers to produce more of what consumers are willing and able to buy. Competition among buyers increases prices and allocates goods and services to those people who are willing and able to pay the most for them.
 * NSS-EC.9-12.9 ROLE OF COMPETITION**

Money makes it easier to trade, borrow, save, invest, and compare the value of goods and services.
 * NSS-EC.9-12.11 ROLE OF MONEY**

Entrepreneurs are people who take the risks of organizing productive resources to make goods and services. Profit is an important incentive that leads entrepreneurs to accept the risks of business failure.
 * NSS-EC.9-12.14 PROFIT AND THE ENTREPRENEUR**

Investment in factories, machinery, new technology, and in the health, education, and training of people can raise future standards of living.
 * NSS-EC.9-12.15 GROWTH**

Develop and evaluate inferences and predictions that are based on data.
 * Mathematics**
 * NM-DATA.9-12.3**

Learners
This game can be played amongst high school students alongside Economics classes or any other ages that are interested in professional wrestling. Whether the learner is an Economics student or a wrestling fan, they will encounter many aspects and obstacles of business in the entertainment industry.

Context of Use
This game could be used in a business class, any setting which has an internet connection. The game runs in 5 stages (Attaining a Venue, Hiring Wrestlers, Promotion, Showtime, and Weekly Results) at weekly intervals where players get their end of the week t.v. ratings results. Players first starting out may incur some loss or gain, however experienced players can analyze previous strategies in order to improve for future shows.

Teachers could use this simulation integrating pop-culture with Economics, business and Mathematics. The game allows for multiple players to compete against each other online either regionally or globally. The game requires a 5 minute weekly check up to receive viewer statistics and is continuous until the player decides to retire.

Scope
This game will have 4 different stages where players will be given options based on monetary value. The Weekly Results stage will only be available until the Monday of the following week after the events have occurred. The preparation stages can be completed within a few minutes for each one, however outside factors such as weather, travel complications, and funds can affect the Showtime stage.

I. Show preparation II. Weekly Results
 * 1) Attaining a Venue
 * 2) Hiring Wrestlers
 * 3) Promotion
 * 4) Showtime

Object of the Game
The goal of the game is to achieve enough t.v. ratings to maintain/increase the player's budget and keep their wrestling promotion running for as long as they can or declare bankruptcy. Players can use other means of increasing budget such as merchandising for their top stars.

Competing Products
The only game I could think of where money is used in a business simulation is Fire Pro Wrestling Returns for Playstation 2. Features where the player can choose high profile venues and wrestlers affecting budget are apparent in both games. "Bodyslam It Wisely" uses more business practices and lacks the action aspect of Fire Pro Wrestling Returns.

Design Details
The player receives $3000 to start their event. During the show preparation stages, the player will allocate money to particular aspects prior to "Showtime."
 * Simulation**


 * Attaining a Venue**

Player is given several monetary options from least to greatest. Also in this stage additional costs such as wrestling ring rental, chair rentals for audience members, music equipment, and clean up fees are apparent.


 * Hire Wrestlers**

This stage offers different wrestlers with various skills. Some are more technical wrestlers, but lack charismatic character and vice versa. More popular wrestlers will have a higher price tags than others, but sometimes using less popular wrestlers can have an advantage where they can become hometown stars, which put paying customers in the seats and increase viewer ratings .Other players are also competing for talent, so you have to act fast if you do not want a specific wrestler to slip from your grasp. Some unforeseen factors can also affect your success. Although you may have purchased a performer the audience is screaming for, you also have purchased their potential problems (e.g. ego/attitude/misconduct, drugs, performing intoxicated) they will bring to your promotion. Be sure to read their descriptions before making your decision because they may end up costing you more money than you initially bargained for. **Popularity ratings** Wrestlers popularity ratings can increase of decrease depending if the player uses them often or infrequently. Reusing unknown wrestlers repeatedly can increase their popularity where they may become a staple of your organization, so in the future you may not need to hire famous, expensive wrestlers. Be sure to keep them happy or they can be nabbed by another player.


 * Promotion**

Promoting is an essential part of getting the word out to fans when you are planning to have a show. You have a variety of options in terms of advertising which also deal a certain amount of monetary contribution. Flyers, internet ads, radio, and television are important mediums that potential fans pay attention to. When it comes to using radio or television as the promotion tool, having a performer interviewed or a promo kit will generate interest, however these are services you still have to pay for. Ample time to promote is also important in advertising your event. Distributing flyers the day before the show will not get you nearly as many customers compared to advertising on the first day of the working week. Merchandising a star can also have benefits to revenue if their popularity is strong enough. Take care to keep an eye on who you want to invest in.


 * Showtime**

There is not much you can do once Showtime has been executed. All the proper preparations need to be made before you depend on your wrestlers and staff to run a clean show. Proper set up before audience members enter the building, booking of the matches, and clean up procedures will greatly influence the satisfaction of your wrestlers, audience, and potential sponsors.


 * Weekly Results**

This screen is the culmination of your effort into your promotion. Weekly results show your total cost, unexpected costs, revenue and critiques from viewers. It is wise to pay attention to the reports so that the player can adjust for the next show. Your budget adjusts dependent on the results. If your overhead costs become more than your budget, you are bankrupt and lose the game. If your budget exceeds your overhead costs, then you can afford more expensive venues, wrestlers, and promotion.

Keeping up with the channels rating requirement will keep you in business. If your rating falls below the requirement for 3 weeks, your budget takes a hit and is lowered by the network and vice versa.
 * T.V. Viewer Ratings **

Players are able to:
 * User-manipulable variables in the game**
 * Select different cost effective avenues depending on their budget
 * Create partnerships with sponsors in order to increase budget spending
 * Invest in wrestlers and merchandising to gain revenue
 * Increase or decrease popularity ratings of wrestlers

Weekly Results display manipulative outcomes.
 * All output variables displayed**

Beginning players start out with a $3000 budget.
 * Default state of all variables**


 * Technical Elements **
 * Users need:**
 * Users need a computer with an internet connection.
 * Internet browser such as Firefox or Safari.
 * Graphics will be in .jpg,, .gif., and .swf files formats for various screens.
 * Install Flashplayer for .swf movies.
 * Sign up for a membership on a database on the game's server.

Motivational Issues
This game uses Case-based learning as to throw the player into decision making that affects their weekly results. The strengths of the game include giving players viable options to promote their company and the ability to topple other competing wrestling companies. The game concentrates a great deal on competitive business in a fantasy setting.

Design Process
Initially, I had a difficult time composing an idea that I could connect to as some of the eGame examples were interesting, but difficult since I am not overly political or into stock markets. Since I have been in the wrestling business inside the ring and behind the scenes as a booker and advertiser, I thought it would be fun to expose the economic aspects of independent business that audiences don't really think about. I didn't want to focus on action as there already other games that do that already and it has a practical element that most players can connect to where money affects everyone. Actually fleshing out a playable game would be quite an undertaking because creating the different variables and controlled elements will take careful planning, plus whatever programming that is required to make the game flow smoothly is out of my understanding at this point. The feedback I received was on the whole very positive and I think at some point when I can dedicate some time to it, would like to develop it. Implementation of this game in the classroom and play testing it with the pro wrestling community would hopefully yield some interesting results.